#ifndef __FOG_OF_WAR_H
#define __FOG_OF_WAR_H
	

//Called after a map is loaded.	By keying on the MAPELEMENT_REVEALED value, we can easily
//determine what is hidden by the fog.
void InitializeFogInWorld();

//Removes and smooths the adjacent tiles.
void RemoveFogFromGridNo( INT32 uiGridNo );

#endif